I would like to change an image I loaded to have round corners.
Any hints, tutorials, best practices you know of?
For a more controlled method draw a rounded rectangle and mask it onto your image using the porter-duff Xfer mode of the paint.
First setup the Xfer paint and the rounded bitmap:
Bitmap myCoolBitmap = ... ; // <-- Your bitmap you want rounded
int w = myCoolBitmap.getWidth(), h = myCoolBitmap.getHeight();
// We have to make sure our rounded corners have an alpha channel in most cases
Bitmap rounder = Bitmap.createBitmap(w,h,Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(rounder);
// We're going to apply this paint eventually using a porter-duff xfer mode.
// This will allow us to only overwrite certain pixels. RED is arbitrary. This
// could be any color that was fully opaque (alpha = 255)
Paint xferPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
xferPaint.setColor(Color.RED);
// We're just reusing xferPaint to paint a normal looking rounded box, the 20.f
// is the amount we're rounding by.
canvas.drawRoundRect(new RectF(0,0,w,h), 20.0f, 20.0f, xferPaint);
// Now we apply the 'magic sauce' to the paint
xferPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
Now apply this bitmap ontop of your image:
Bitmap result = Bitmap.createBitmap(myCoolBitmap.getWidth(), myCoolBitmap.getHeight() ,Bitmap.Config.ARGB_8888);
Canvas resultCanvas = new Canvas(result)
resultCanvas.drawBitmap(myCoolBitmap, 0, 0, null);
resultCanvas.drawBitmap(rounder, 0, 0, xferPaint);
Bitmap with rounded corners now resides in result.
Why not use clipPath?
protected void onDraw(Canvas canvas) {
Path clipPath = new Path();
float radius = 10.0f;
float padding = radius / 2;
int w = this.getWidth();
int h = this.getHeight();
clipPath.addRoundRect(new RectF(padding, padding, w - padding, h - padding), radius, radius, Path.Direction.CW);
canvas.clipPath(clipPath);
super.onDraw(canvas);
}
Romain Guy himself writes about this in his blog:
To generate the rounded images I simply wrote a custom Drawable that draws a rounded rectangle using Canvas.drawRoundRect(). The trick is to use a Paint with a BitmapShader to fill the rounded rectangle with a texture instead of a simple color. Here is what the code looks like:
BitmapShader shader;
shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
RectF rect = new RectF(0.0f, 0.0f, width, height);
// rect contains the bounds of the shape
// radius is the radius in pixels of the rounded corners
// paint contains the shader that will texture the shape
canvas.drawRoundRect(rect, radius, radius, paint);
The sample application goes a little further and fakes a vignette effect by combining the BitmapShader with a RadialGradient.
Here's a way I discovered to do it with an ImageView. I tried other methods, including the answers here and on similar questions, but I found that they didn't work well for me, as I needed the corners to be applied to the image view and not directly to the bitmap. Applying directly to the bitmap won't work if you're scaling/cropping/panning that bitmap, since the corners will also be scaled/cropped/panned.
public class RoundedCornersImageView extends ImageView {
private final Paint restorePaint = new Paint();
private final Paint maskXferPaint = new Paint();
private final Paint canvasPaint = new Paint();
private final Rect bounds = new Rect();
private final RectF boundsf = new RectF();
public RoundedCornersImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init();
}
public RoundedCornersImageView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public RoundedCornersImageView(Context context) {
super(context);
init();
}
private void init() {
canvasPaint.setAntiAlias(true);
canvasPaint.setColor(Color.argb(255, 255, 255, 255));
restorePaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP));
maskXferPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.MULTIPLY));
}
@Override
protected void onDraw(Canvas canvas) {
canvas.getClipBounds(bounds);
boundsf.set(bounds);
canvas.saveLayer(boundsf, restorePaint, Canvas.ALL_SAVE_FLAG);
super.onDraw(canvas);
canvas.saveLayer(boundsf, maskXferPaint, Canvas.ALL_SAVE_FLAG);
canvas.drawARGB(0, 0, 0, 0);
canvas.drawRoundRect(boundsf, 75, 75, canvasPaint);
canvas.restore();
canvas.restore();
}
}
Here's an alternative that uses hardware layers for the final layer composite:
public class RoundedCornersImageView extends ImageView {
private final Paint restorePaint = new Paint();
private final Paint maskXferPaint = new Paint();
private final Paint canvasPaint = new Paint();
private final Rect bounds = new Rect();
private final RectF boundsf = new RectF();
public RoundedCornersImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init();
}
public RoundedCornersImageView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public RoundedCornersImageView(Context context) {
super(context);
init();
}
private void init() {
canvasPaint.setAntiAlias(true);
canvasPaint.setColor(Color.argb(255, 255, 255, 255));
restorePaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP));
maskXferPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.MULTIPLY));
setLayerType(View.LAYER_TYPE_HARDWARE, restorePaint);
}
@Override
protected void onDraw(Canvas canvas) {
canvas.getClipBounds(bounds);
boundsf.set(bounds);
super.onDraw(canvas);
canvas.saveLayer(boundsf, maskXferPaint, Canvas.ALL_SAVE_FLAG);
canvas.drawARGB(0, 0, 0, 0);
canvas.drawRoundRect(boundsf, 75, 75, canvasPaint);
canvas.restore();
}
}
At first I wasn't able to get it to work with this method because my corners were becoming black; I later realized what the problem was after reading this question: Android how to apply mask on ImageView?. It turns out that modifying the alpha in the canvas is actually "scratching it out" directly on the screen, and punching a hole to the underlying window which is black. That's why two layers are needed: one to apply the mask, and another to apply the composited image to the screen.
How about creating a NinePatchDrawable image that has just rounded corners and has a transparent body. Overlay your image with an appropriately re-sized version of your NinePatchDrawable.
package com.pkg;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PorterDuffXfermode;
import android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.Bitmap.Config;
import android.graphics.PorterDuff.Mode;
import android.os.Bundle;
import android.os.Environment;
import android.widget.ImageView;
public class RoundedImage extends Activity {
/** Called when the activity is first created. */
ImageView imag;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
imag=(ImageView)findViewById(R.id.image);
//ImageView img1=(ImageView)findViewById(R.id.imageView1);
BitmapFactory.Options bitopt=new BitmapFactory.Options();
bitopt.inSampleSize=1;
// String img=Environment.getExternalStorageDirectory().toString();
// String filepath =Environment.getExternalStorageDirectory().toString();
String filepath ="/mnt/sdcard/LOST.DIR";
File imagefile = new File(filepath + "/logo.jpg");
FileInputStream fis = null;
try
{
fis = new FileInputStream(imagefile);
}
catch (FileNotFoundException e1)
{
// TODO Auto-generated catch block
e1.printStackTrace();
}
Bitmap bi = BitmapFactory.decodeStream(fis);
if(bi!=null){
imag.setImageBitmap(getRoundedCornerBitmap(bi));
}
}
public static Bitmap getRoundedCornerBitmap(Bitmap bitmap) {
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
final RectF rectF = new RectF(rect);
final float roundPx = 12;
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
}
Here's another rounded ImageView
implementation using Path
. The performance is great, but in certain conditions some bugs may appear on emulators because of the hardware drawing.
public class RoundImageView extends ImageView {
private Path mPath;
private RectF mRect;
private Paint mPaint;
private int mCornerRadius;
private float mImageAlpha;
private boolean mIsCircular;
public RoundImageView(Context context) {
this(context, null);
}
public RoundImageView(Context context, AttributeSet attrs) {
this(context, attrs, R.attr.roundImageViewStyle);
}
public RoundImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
TypedArray a = context.obtainStyledAttributes(
attrs, R.styleable.RoundImageView, defStyle, 0);
mCornerRadius = a.getDimensionPixelSize(R.styleable.RoundImageView_cornerRadius, 0);
mIsCircular = a.getBoolean(R.styleable.RoundImageView_isCircular, false);
mImageAlpha = a.getFloat(R.styleable.RoundImageView_imageAlpha, 1);
a.recycle();
setAlpha((int) (mImageAlpha * 255));
// Avoid expensive off-screen drawing
setLayerType(LAYER_TYPE_HARDWARE, null);
mPath = new Path();
mRect = new RectF();
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
mPath.reset();
if (mIsCircular) {
float halfWidth = canvas.getWidth() / 2;
float halfHeight = canvas.getHeight() / 2;
float radius = Math.max(halfWidth, halfHeight);
mPath.addCircle(halfWidth, halfHeight, radius, Path.Direction.CW);
} else {
mRect.right = canvas.getWidth();
mRect.bottom = canvas.getHeight();
mPath.addRoundRect(mRect, mCornerRadius, mCornerRadius, Path.Direction.CW);
}
canvas.drawPath(mPath, mPaint);
}
}
P.S. Learn OpenGL ES provided the best solution. It's very smooth and works on emulators too.
best solution I found ->
1) create rounded corner drawable. And set to imageview as background.
<shape xmlns:android="http://schemas.android.com/apk/res/android"
android:shape="rectangle" >
<corners
android:radius="10dp" /></shape>
2) Then set image view object property of setClipToOutline(true) in java code.
imageview.setClipToOutline(true);
It works like charm